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The King of Fighters XIV/Mature: Difference between revisions
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::* Soft knockdown | ::* Soft knockdown | ||
'''EX:''' Fast start-up, | '''EX:''' Fast start-up, limited invincibility & safe on block depending on the spacing (can be punished up close by 1F command throws like Clark's hcf+D). | ||
'''Deathrow ''' - (qcb+A/C) | '''Deathrow ''' - (qcb+A/C) | ||
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* The heavy punch (C) version travels faster than the light punch version. Mature is able to move when the projectile travels over a 3/4ths screen distance. | * The heavy punch (C) version travels faster than the light punch version. Mature is able to move when the projectile travels over a 3/4ths screen distance. | ||
'''EX:''' The projectile travels | '''EX:''' The projectile travels at a moderate speed, hitting the opponent 3 times for a soft knockdown. If blocked, the projectile will still make contact with the opponent for 3 hits. Mature can immediately move after the projectile is released. | ||
=Super Special Moves= | =Super Special Moves= |
Revision as of 14:57, 3 November 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: Mature pokes out a special cancel-able quick shoulder height horizontal scratch. Good to use as anti-air against hops. Whiffs on some crouching opponents.
- st. B: Mature throws out a quick side kick. Good to use as a close ranged poke. Not cancel-able.
- st. C: This fast, wild slash moves Mature forward quite a bit. Not cancel-able.
- st. D: Use this inverted roundhouse kick is great to use as anti-air against hops and close ranged jumps. It's not cancel-able though.
Close
- cl. A: This quick elbow attack is special cancel-able & chains from her other standing & crouching light normals.
- cl. B: These two side kicks hits the opponent twice; the first hit is low, and the other hit is a mid. Easy to hit confirm into, special cancel-able & chains easily from cr. B, and cr. A.
- cl. C: A VERY fast special cancel-able uppercut slash that can be used as a quick close ranged punish & can hit opponents attempting to jump over you. Negative frames on block but has a good amount of push-back.
- cl. D: Mature throws out a pair of roundhouse kicks that are special cancel-able. Has more damage than cl. C, but not as fast.
Crouching
- cr. A: This is a crouching version of her st. A. Great to use as a close ranged poke, special cancel-able & can chain easily into itself, and crouching B.
- cr. B: This crouching light kick isn't special cancel-able but can chain easily into itself & her other standing & crouching light normals that are special cancel-able.
- cr. C: This special cancel-able slashing uppercut has a crazy amount of range and speed which makes it a great anti-air.
- cr. D: This sweep has a good amount of range & is special cancel-able on hit or if whiffed.
Jumping
- j. A: This jumping jab has a downward angle that makes it great to use as a jump-in attack.
- j. B: This jumping sidekick pokes out horizontally. Great to use as an air-to-air attack. Susceptible to low profile crouching anti-airs from the opponent if timed improperly & if used too often on grounded opponents.
- j. C: Best used as a jump-in attack but doesn't have a very low aim in it's horizontal range.
- j. D: This kick is similar to jump B, but has a higher angle that points diagonally upward slightly. Best used as an ground-to-air attack. Whiffs on crouching opponents.
Blowback
- st. CD: Mature whips out a slow roundhouse kick that wall bounces on hit. Can be whiff cancelled into her special moves.
- j. CD: This jumping kick points at a sharp downward angle. Good to use as an air-to-ground attack.
Throws
Death Blow - (b/f+C) close
- Mature grabs the opponent by the hair, wags her finger, then slashes their face. The opponent lands 1/2 screen distance away from Mature.
- Can be broken
- Soft knockdown
Backlash - (b/f+D) close
- Mature grabs the opponent by the back of their neck, then throws them face-down to the ground. The opponent lands 1/2 screen distance away from Mature.
- Can be broken
- Hard knockdown
Command Moves
NONE
Special Moves
Despair - (dp + A/C)
- Mature flips slowly in the air towards the opponent.
- Light punch version travels at a half-screen distance, with a super jump vertical height.
- Heavy punch version travels at a 3/4ths screen distance with a hyper hop vertical height. More susceptible to anti-airs, or can be evaded by rolls by the opponent.
- Despair (Attack) - (A/C)
- Mature performs a slash during any point of the Despair animation
- When released from dp+A or dp+C, it can be neutral on block if it hits the opponent very late
- Soft knockdown
EX: Fast start-up, limited invincibility & safe on block depending on the spacing (can be punished up close by 1F command throws like Clark's hcf+D).
Deathrow - (qcb+A/C)
- This is the start of her rekka chain. She performs a 3 hit slashing uppercut that is super cancel-able on the last hit.
- If blocked, Mature is pushed away from the opponent, which makes it VERY hard to punish.
- No difference between the light and heavy punch version
- Deathrow [Follow Up 1] - (qcb+A/C)
- This is a 3 hit horizontal slash that is super cancel-able on the last hit
- More negative frames on block with more push-back from the opponent.
- Deathrow [Follow Up 3] - (qcb+A/C)
- This is the final part of her rekka chain that is super cancel-able from any of the 3 hits.
- Pushes Mature forward a bit at the end of the animation. Can be punished by the opponent by any move that can reach Mature during recovery.
- Soft knockdown
EX: Each slash can be inputted individually, up to 5 slashes. More damaging than the normal version. Unsafe on block.
Metal Massacre - (qcb+K)
- Mature will run towards her opponent & perform a turning slash motion towards the opponent mid-section.
- The light kick (B) version will cause Mature to perform a extremely short dash into her slash motion. Slightly negative on block.
- The heavy punch (D) version will cause Mature to dash a much longer distance & then perform the slash attack when she gets close to the opponent. Hits 3 times. Neutral frames on block.
- Super cancel-able
EX: Fast start-up, not invincible, hits low, safe on block.
Ebony Tears - (qcf~hcb+A/C)
- Mature will reel backwards little & then swipe her hands downwards to create a rather large projectile that travels forward.
- The light punch (A) version travels slow enough for Mature to walk behind and follow
- The heavy punch (C) version travels faster than the light punch version. Mature is able to move when the projectile travels over a 3/4ths screen distance.
EX: The projectile travels at a moderate speed, hitting the opponent 3 times for a soft knockdown. If blocked, the projectile will still make contact with the opponent for 3 hits. Mature can immediately move after the projectile is released.
Super Special Moves
Heaven's Gate - (qcb~hcf+B/D)
- Mature will taunt the opponent before performing a quick dash forward. When Mature connects with the opponent during the dash, she will grab the opponent with one arm, take them towards the wall & violently slam them into it.
- Has a fair amount of invincibility during the start
- Hard knockdown
Max: Has more invincibility than the normal version, and more damaging.
Nocturnal Rites - (qcf, qcf+A/C)
- Mature will perform five painful swipes while traveling forward. Less damaging than Heaven's Gate.
- No invincibility
- Hard knockdown
Max: More damaging, causes 10 hits
Climax Super Special Moves
Iron Maiden - (qcb~hcf+A+C)
- Mature slashes quickly at a 3/4ths screen distance horizontally towards the opponent to slash the opponent repeatedly with her lipstick.
- Has a good amount of start-up invincibility
- VERY unsafe if blocked
- Hard knockdown
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Videos
External Links
Discussion Threads
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